Metaverse Virtual Assets - France

  • France
  • The Metaverse Virtual Assets market is anticipated to reach a value of US$89.4m in 2024.
  • This market segment is expected to exhibit a compound annual growth rate (CAGR) of 18.17% between 2024 and 2030, resulting in a projected market volume of US$243.5m by the end of the forecast period.
  • Notably, in the United States is the primary generator of value in this market, with a projected market volume of US$1,078.0m in 2024.
  • In terms of user base, the Metaverse Virtual Assets market is expected to attract approximately 0.8m users users by 2030.
  • The user penetration rate, which measures the percentage of the population using these assets, is projected to be 1.2% in 2024 and is anticipated to rise to 1.3% by 2030.
  • Furthermore, the average value per user (ARPU) is expected to amount to US$110.5.
  • France, with its rich cultural heritage and strong art market, is emerging as a hub for virtual art collections and NFTs in the Metaverse.
 
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Analyst Opinion

The Metaverse Virtual Assets market in France is experiencing significant growth and development. Customer preferences are driving this trend, as individuals are increasingly seeking immersive and interactive virtual experiences.

Additionally, local special circumstances and underlying macroeconomic factors contribute to the growth of the market. Customer preferences in France are shifting towards virtual assets in the Metaverse due to the desire for unique and personalized experiences. With virtual assets, individuals can customize their avatars, virtual homes, and virtual goods, allowing them to express their individuality and creativity.

The ability to interact with others in virtual worlds and participate in virtual events also appeals to customers who seek social connections and entertainment. As a result, the demand for virtual assets is increasing in France. Trends in the market indicate a growing interest in virtual real estate in France.

Virtual land within the Metaverse is becoming a valuable asset, as individuals and businesses recognize the potential for virtual commerce and social interactions. Virtual real estate allows for the creation of virtual businesses, virtual events, and virtual communities, attracting both investors and users. The scarcity of virtual land further drives up its value, creating a competitive market for virtual real estate in France.

Another trend in the market is the rise of virtual fashion and accessories. Customers in France are embracing the opportunity to dress up their avatars with unique and fashionable virtual clothing and accessories. Virtual fashion brands are emerging, offering a wide range of virtual garments and accessories that cater to different styles and preferences.

This trend reflects the desire for self-expression and personalization within the virtual world. Local special circumstances in France contribute to the development of the Metaverse Virtual Assets market. France has a strong gaming culture, with a large population of gamers and a thriving gaming industry.

This familiarity with virtual environments and digital experiences creates a receptive audience for virtual assets in the Metaverse. Additionally, France has a vibrant creative industry, including fashion, design, and art. This creative mindset and expertise translate into the creation of unique and high-quality virtual assets that appeal to customers in France and beyond.

Underlying macroeconomic factors also play a role in the growth of the Metaverse Virtual Assets market in France. The increasing digitization of the economy and the rise of remote work and entertainment have accelerated the adoption of virtual experiences. The COVID-19 pandemic has further emphasized the importance of virtual interactions and virtual assets as people seek alternative ways to connect and engage.

These factors create a favorable environment for the Metaverse Virtual Assets market to thrive in France. In conclusion, the Metaverse Virtual Assets market in France is experiencing growth and development driven by customer preferences, local special circumstances, and underlying macroeconomic factors. The desire for immersive and interactive virtual experiences, the value placed on virtual real estate, and the demand for virtual fashion and accessories contribute to the market's expansion.

With a gaming culture, a creative industry, and a digitalized economy, France is well-positioned to embrace and drive the growth of the Metaverse Virtual Assets market.

Methodology

Data coverage:

Figures are based on transaction values, revenues, and assets under management.

Modeling approach / Market size:

Market sizes are determined by a top-down approach, based on a specific rationale for each market market. As a basis for evaluating markets, we use reports, third-party studies, and research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, and internet penetration rates. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, cloud revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

  • Market Size
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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